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MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)


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#121 Handepsilon

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Posted 23 December 2016 - 10:11 PM

The American tank is good, but the Soviets are hopeless against infantry and their tanks are made of paper, yes. I say, just ignore tanks most of the time and use infantry. They are more useful.


Except maybe Nuwa back in MO 3.0, who practically says 'screw you' on any anti tank infantries and heroes. But magnetron and aircrafts reply 'well screw you too'

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#122 Death_Kitty

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Posted 23 December 2016 - 11:10 PM

my balance changes: buff the war hawk... allied tier 2 vehicle do a great job killing enemy armor: mirage and zephyr rek tanks, but the warhawk is utter, for lack of a better word, crap. I would be happy if i could jet get the targeting laser to fire immediately, but it needs to charge up, at which point said hawk is dead thanks to AA which is ALWAYS in an enemy comp. the laser pointer would allow me to kite with bulldogs, but it takes to long to fire. and when i say long, i mean forever!



#123 CLAlstar

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Posted 23 December 2016 - 11:39 PM

That would render Target Painter support power useless, since you would always have 5 or 6 warhawks just for marking enemies.



#124 XoGamer

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Posted 24 December 2016 - 12:25 AM

Foehn is OP, units are powerful, and whilst expensive, end-game, everyone will be rolling in money especially Foehn with reprocessor which will give them money for EVERYTHING they kill.
Their units do wayy too much damage and their infantry have an unreasonable amount of health.
Their signal distruptor thing protects them from all superweapons as long as it is powered which is a huge advantage along with Racoon which is basically a walking middle finger to China EMP pulse, one of the best ways to disable Foehn's army.

Their harbringer is a basically another superweapon which eats everything you send it's way costing a measly 3000$ for something that can probably destroy a war factory in two hits. For 3000 it can cost the enemy way more than its worth.

Edited by XoGamer, 24 December 2016 - 12:33 AM.

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#125 Handepsilon

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Posted 24 December 2016 - 12:30 AM

Though... if Psi Corps mass out magnetrons tho...

Everything else, yeah

Maybe decrease the bounty from the Reprocessor? That seems to be the main source of Foehn economy late game, since their minermites can't always be guaranteed to be with each others (I keep having trouble massing them since they can't sustain a lot, naturally)

Edited by Handepsilon, 24 December 2016 - 12:33 AM.

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#126 Nicholas Chau

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Posted 24 December 2016 - 12:50 AM

Though... if Psi Corps mass out magnetrons tho...

Everything else, yeah

Maybe decrease the bounty from the Reprocessor? That seems to be the main source of Foehn economy late game, since their minermites can't always be guaranteed to be with each others (I keep having trouble massing them since they can't sustain a lot, naturally)

or change the reprocessor to do something else instead of giving free money per kill. i think foehn should have the weakest money making options to balance out their already nasty as shit ground forces which is just begging for the nerfbat as i have mentioned earlier on.



#127 Wargame-dono

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Posted 24 December 2016 - 01:15 AM

Foehn is OP, units are powerful, and whilst expensive, end-game, everyone will be rolling in money especially Foehn with reprocessor which will give them money for EVERYTHING they kill.
Their units do wayy too much damage and their infantry have an unreasonable amount of health.
Their signal distruptor thing protects them from all superweapons as long as it is powered which is a huge advantage along with Racoon which is basically a walking middle finger to China EMP pulse, one of the best ways to disable Foehn's army.

Their harbringer is a basically another superweapon which eats everything you send it's way costing a measly 3000$ for something that can probably destroy a war factory in two hits. For 3000 it can cost the enemy way more than its worth.

 you know their units is very expensive than the regular one yet they pro and cons

 

their buildings is taking large spaces yea this is where kirovs loves to destroy due to their sizes and their anti air defense is very pathetic to stop them even you mass build them (no people will use a single kirov to attack mostly in group separately  either they can use some meat shield in order to break throu their defenses ) also their units they have their own traits and specialties (they most like russia in RotR steamroll tactics (if hailhead is a power house + mentioned steamrolling tactics)) 

 

as for that harbinger basically WoC exclusive since they rely on air tactics yet their weak on ground tactics which is they going to cover that weak point by doing mixing inf + units for survival base to my experience playing it (forgot to mention that harbinger is powerful when the enemies building is few specialy the large buildings is eye candy for them like kirovs yet need alot of time to destory it yet if the building  (yea you need alot of anti air in different places in/outside the harbinger perimeter to take him down)) once when he goes in it can take down even air units (dont rely on them too much since anti units is very reliable than them if well place them outside his target ranger yet some people they mostly attack in your vital parts like power plants or your massed WF/barracks 

 

yet kinda agree on reprocessor need to decease the bounty kills for that one


Edited by Wargame-dono, 24 December 2016 - 01:19 AM.


#128 Divine

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Posted 24 December 2016 - 01:31 AM

 

Foehn is OP, units are powerful, and whilst expensive, end-game, everyone will be rolling in money especially Foehn with reprocessor which will give them money for EVERYTHING they kill.
Their units do wayy too much damage and their infantry have an unreasonable amount of health.
Their signal distruptor thing protects them from all superweapons as long as it is powered which is a huge advantage along with Racoon which is basically a walking middle finger to China EMP pulse, one of the best ways to disable Foehn's army.

Their harbringer is a basically another superweapon which eats everything you send it's way costing a measly 3000$ for something that can probably destroy a war factory in two hits. For 3000 it can cost the enemy way more than its worth.

 you know their units is very expensive than the regular one yet they pro and cons

 

their buildings is taking large spaces yea this is where kirovs loves to destroy due to their sizes and their anti air defense is very pathetic to stop them even you mass build them (no people will use a single kirov to attack mostly in group separately  either they can use some meat shield in order to break throu their defenses ) also their units they have their own traits and specialties (they most like russia in RotR steamroll tactics (if hailhead is a power house + mentioned steamrolling tactics)) 

 

as for that harbinger basically WoC exclusive since they rely on air tactics yet their weak on ground tactics which is they going to cover that weak point by doing mixing inf + units for survival base to my experience playing it (forgot to mention that harbinger is powerful when the enemies building is few specialy the large buildings is eye candy for them like kirovs yet need alot of time to destory it yet if the building  (yea you need alot of anti air in different places in/outside the harbinger perimeter to take him down)) once when he goes in it can take down even air units (dont rely on them too much since anti units is very reliable than them if well place them outside his target ranger yet some people they mostly attack in your vital parts like power plants or your massed WF/barracks 

 

yet kinda agree on reprocessor need to decease the bounty kills for that one

 

I found Knighframe blobs to be ridiculously effective AA. OFC a Knightframe blob is not cheap, but neither is Kirov spam. The Shrike Nest is a POS indeed, tho. As for the Harbinger, it gives the opponent two options. Either let it destroy vital infrastructure, or build a retarded amount of AA to stop it, which inevitably means less resources and time spent on ground warfare, and attacking. Either way, the cost of the Harbinger is 3000$ for its user, but much higher for the opponent.


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#129 Nicholas Chau

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Posted 24 December 2016 - 01:44 AM

 

 

Foehn is OP, units are powerful, and whilst expensive, end-game, everyone will be rolling in money especially Foehn with reprocessor which will give them money for EVERYTHING they kill.
Their units do wayy too much damage and their infantry have an unreasonable amount of health.
Their signal distruptor thing protects them from all superweapons as long as it is powered which is a huge advantage along with Racoon which is basically a walking middle finger to China EMP pulse, one of the best ways to disable Foehn's army.

Their harbringer is a basically another superweapon which eats everything you send it's way costing a measly 3000$ for something that can probably destroy a war factory in two hits. For 3000 it can cost the enemy way more than its worth.

 you know their units is very expensive than the regular one yet they pro and cons

 

their buildings is taking large spaces yea this is where kirovs loves to destroy due to their sizes and their anti air defense is very pathetic to stop them even you mass build them (no people will use a single kirov to attack mostly in group separately  either they can use some meat shield in order to break throu their defenses ) also their units they have their own traits and specialties (they most like russia in RotR steamroll tactics (if hailhead is a power house + mentioned steamrolling tactics)) 

 

as for that harbinger basically WoC exclusive since they rely on air tactics yet their weak on ground tactics which is they going to cover that weak point by doing mixing inf + units for survival base to my experience playing it (forgot to mention that harbinger is powerful when the enemies building is few specialy the large buildings is eye candy for them like kirovs yet need alot of time to destory it yet if the building  (yea you need alot of anti air in different places in/outside the harbinger perimeter to take him down)) once when he goes in it can take down even air units (dont rely on them too much since anti units is very reliable than them if well place them outside his target ranger yet some people they mostly attack in your vital parts like power plants or your massed WF/barracks 

 

yet kinda agree on reprocessor need to decease the bounty kills for that one

 

I found Knighframe blobs to be ridiculously effective AA. OFC a Knightframe blob is not cheap, but neither is Kirov spam. The Shrike Nest is a POS indeed, tho. As for the Harbinger, it gives the opponent two options. Either let it destroy vital infrastructure, or build a retarded amount of AA to stop it, which inevitably means less resources and time spent on ground warfare, and attacking. Either way, the cost of the Harbinger is 3000$ for its user, but much higher for the opponent.

 

or make the harbinger more expensive  :trickydick:



#130 Death_Kitty

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Posted 24 December 2016 - 02:22 AM

That would render Target Painter support power useless, since you would always have 5 or 6 warhawks just for marking enemies.

no not really. target painter is a better solution because of the area of effect. war hawk could say, mark 1 unit at a time, or in a tiny radius. I would gladly sacrifice radius for a greater rate of fire. and said warhawks would have to get really close to those AA's to get the marking done anyway.  Also your logic is flawed, because what is the point of the warhawk? Why give it the ability to boost firepower, if it will die before it is used?

cant kill infantry better than anything else, certainly cant kill vehicles or aircraft, dies quickly to anti air, costs a fair bit, and mercury tech to get out... so why use it? why is it on the roster then, if we just have target painter and mercury strike to to its mediocre job? (equally as badly, IMO).

Here is my analysis: keep hawk how it is, and it will remain useless.



#131 Damfoos

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Posted 24 December 2016 - 03:16 AM

How to properly use Marauders btw? And how to stop Tyrant blobs popping out of the ground here and then there?

Edited by Damfoos, 24 December 2016 - 03:17 AM.


#132 Nicholas Chau

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Posted 24 December 2016 - 04:25 AM

How to properly use Marauders btw? And how to stop Tyrant blobs popping out of the ground here and then there?

use marauders to get rid of tanks and infantry via kiting(attacking targets while moving without them attacking you). You should not attack head on with marauders because they are too fragile for that and rely on their range and speed for what i said. Be aware of anti tank artilleries or any anti tank unit that outrange them though as you may either need libra, brute spam or epsilon elites to stop them.

for tyrants just check for any underground engine sounds or use sensor units.


Edited by Nicholas Chau, 24 December 2016 - 04:27 AM.


#133 Handepsilon

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Posted 24 December 2016 - 06:02 AM

The easiest way to nerf Harbringer is to just probably lower his HP so they can't be used with reckless abandon

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#134 X1Destroy

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Posted 24 December 2016 - 06:13 AM

Uh, Foehn have the worst stealth detection method. Babysitting the mobile sensor vehicle in the face of entire Epsilon forces being stealth is such a pain. It also die alots.

If only there's something like the robot tank.

 


Edited by X1Destroy, 24 December 2016 - 06:13 AM.

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#135 Damfoos

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Posted 24 December 2016 - 08:33 AM

I have a suggestion. Can we have this beautiful remake in MO?

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#136 Allied Commander ???

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Posted 24 December 2016 - 10:01 AM

It's beautiful indeed... But I kinda like the old one... It is cute, compact and nostalgic...

#137 Nicholas Chau

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Posted 24 December 2016 - 10:05 AM

It's beautiful indeed... But I kinda like the old one... It is cute, compact and nostalgic...

either one is fine but i think the patriotic missile site needs a more modern look  :thumbsupcool:

i still need more opinions on the foehn/stolen tech units that needs a good smack from the nerfbat though



#138 Solais

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Posted 24 December 2016 - 10:34 AM

Uh, Foehn have the worst stealth detection method. Babysitting the mobile sensor vehicle in the face of entire Epsilon forces being stealth is such a pain. It also die alots.

If only there's something like the robot tank.

 

People are saying that Foehn needs a nerf and you want to make them stronger? :p

 

I have this feeling that Foehn is actually well balanced, it just needs people some time to figure out the counters.



#139 Nicholas Chau

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Posted 24 December 2016 - 10:57 AM

 

Uh, Foehn have the worst stealth detection method. Babysitting the mobile sensor vehicle in the face of entire Epsilon forces being stealth is such a pain. It also die alots.

If only there's something like the robot tank.

 

People are saying that Foehn needs a nerf and you want to make them stronger? :p

 

I have this feeling that Foehn is actually well balanced, it just needs people some time to figure out the counters.

 

Well enlighten us as to how to counter Foehn units. I do need more information to be honest since there's still some things i have yet to know in dealing with Foehn's units, and well Foehn is not completely balanced though but that's my opinion.



#140 Solais

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Posted 24 December 2016 - 11:14 AM

I have no idea. But I trust the team enough that they wouldn't miss so glaringly obvious balance problems.






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